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Posted

Does anybody know if the Dust combos listed in the JP Evernote work for Bite RC or It's Late RC starters?

Edit: I tested a little. I think most should work, you just have to delay j.D a little extra to account for the character getting heavier with the added hit to the combo.

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Posted

Don't think I saw them listed anywhere but:

 

Mid-Screen - Throw (RC) DandyP,S > cl.S (JC) Aerial

Mid-Screen - 2H (RC) walk forward 6H > cl.S/5K1 > Aerial

Mid-Screen - 6P CH (RC) DadyP,S >cl.S (JC) Aerial

Bite (RC) FDC2 Bite - This works even on fastest recovery.

 

1Character dependent, and also dependent on the distance you hit 2H from (how much time you had to walk forward).

2Forward Dash Cancel

Posted

Not possible to do
j.K, dj.KSHD2K?
j.SK, dj.SHD2K?

Just wanted to get that P out of the way ^^

I mean this isn't all that bad anyway if it's more consistent than the ID variation. Anything that makes midscreen dust more viable is good. Since it leads to knockdown so you can do all your normal setups.

I'll try it out next time I get to play

Posted

Not possible to do

j.K, dj.KSHD2K?

j.SK, dj.SHD2K?

Just wanted to get that P out of the way ^^

I mean this isn't all that bad anyway if it's more consistent than the ID variation. Anything that makes midscreen dust more viable is good. Since it leads to knockdown so you can do all your normal setups.

I'll try it out next time I get to play

sorry but i couldn't get an air combo after k jc k too far to fallowup  :v:

Posted

Hey everyone I don't know if this has been posted and I apologize if this is a repeat. I have been labbing up some slayer combos and found some new routes that I haven't really seen before. I'm honestly not sure how practical they may be, but they do seem useful to know since it is off a CH 214K P.

 

CH 214K P>Forward Dash Cancel 214KK>6HS>214PP

CH 214K P>Forward Dash Cancel 214KK>6HS>214PS>cS>j.SHD

 

Sorry if my notation is a little off, I'm still trying to learn. These routes really hurt if you connect. The second route does ~245 on 1.00 def rating characters and ends in a knockdown giving you oki. The first one just does a lot of damage in case your execution isn't feeling on point. There are also slight variations on these routes that you can do, but I wanted to share since these were pretty high damage CH combos for no meter.

Posted

DOT RC bnb (i think i saw some jap player trying to do it) :

 

cS fS DOT RC wait 6HS k mappa cS  SKD2KPK jc PD 241 on sol

                                  6HS p pilebunker 232 on axl

                                   H cs jSHD2KPK jc PD 240 on axl

                                  near corner:k CWH(last hit) S jSHD2KPK jc pD 251 on venom
https://www.youtube.com/watch?v=soVlxX3RZIE

Posted

DOT RC bnb (i think i saw some jap player trying to do it) :

 

cS fS DOT RC wait 6HS k mappa cS  SKD2KPK jc PD 241 on sol

                                  6HS p pilebunker 232 on axl

                                   H cs jSHD2KPK jc PD 240 on axl

                                  near corner:k CWH(last hit) S jSHD2KPK jc pD 251 on venom

https://www.youtube.com/watch?v=soVlxX3RZIE

 

Good stuff. Hase did something similar to this a while back that involved RRC> j.H> into c.S or P> air combo. It's pretty consistent across the entire cast and always ends with hard-knockdown.

 

I decided to lab it out after I saw him do it:

 

-c.S> f.S> DOT> RRC> j.H> c.S> j.SKD> j.2K> j.PK> jc.KD  on Axl, Chipp, I-No, Ky, Leo, May, Millia, Ramlethal, and Sin.

 

-c.S> f.S> DOT> RRC> j.H> P> j.PKD> j.2K> j.PK> jc.KD  on Elphelt, Slayer, Venom, and Zato.

 

-c.S> f.S> DOT> RRC> j.H> c.S> j.HSD> j.2K> j.PK> jc.KD  on Pots and Bedman.

 

 

You can squeeze a little more damage with the combo you posted for Axl by doing:

 

-c.S> f.S> DOT> RRC> 6H> 236K> P> j.PKD> j.2K> j.PK> jc.KD  for 243 damage and hard-knockdown. 

Posted

Good stuff. Hase did something similar to this a while back that involved RRC> j.H> into c.S or P> air combo. It's pretty consistent across the entire cast and always ends with hard-knockdown.

 

I decided to lab it out after I saw him do it:

 

-c.S> f.S> DOT> RRC> j.H> c.S> j.SKD> j.2K> j.PK> jc.KD  on Axl, Chipp, I-No, Ky, Leo, May, Millia, Ramlethal, and Sin.

 

-c.S> f.S> DOT> RRC> j.H> P> j.PKD> j.2K> j.PK> jc.KD  on Elphelt, Slayer, Venom, and Zato.

 

-c.S> f.S> DOT> RRC> j.H> c.S> j.HSD> j.2K> j.PK> jc.KD  on Pots and Bedman.

 

 

You can squeeze a little more damage with the combo you posted for Axl by doing:

 

-c.S> f.S> DOT> RRC> 6H> 236K> P> j.PKD> j.2K> j.PK> jc.KD  for 243 damage and hard-knockdown.

old combo i was doing was DOT RC >wait until corner>5HS air combo .... looks like we need that for faust....i will post vid :)

Posted

old combo i was doing was DOT RC >wait until corner>5HS air combo .... looks like we need that for faust....i will post vid :)

I find RRC> 5H> air combo inconsistent on Faust due to the positioning after 5H connects. But it could just be my timing.

These are pretty easy vs. Faust:

-c.S> f.S> DOT> RRC> c.S> j.SKD> j.2K> j.PK> jc.SHD for 221 damage.

-c.S> f.S> DOT> RRC> c.S> j.KSK> jc.SKD> j.2K> j.PD for 224 damage.

Edit: My bad. I thought we were talking about DOT> RRC> 5H from full-screen distance.

Posted

For anyone else having trouble doing Throw RC > c.S > air combo on Pot, I've found Throw RC, P Dandy UP > SS > j.SHD > j,2K > j.PK > dj. KD much more consistent. It looks likes we should be able to get an additional j.2k> j.D/j.PD but my execution is kind of shoddy and I haven't been able to get much more.

 

EDIT: Thanks to Daimao for posting the P Dandy UP route post throw btw. If you are uncomfortable delaying 5H against Sol or Ky, P Dandy UP > c.S > air combo is an option and the rest of the combo doesn't require delays either. 

Posted

You can just do c.S, f.S vs Pot and Bedman otherwise. Then you'll get the same as on everyone else except you can't add j.2K, j.PD at the end so you'll get Throw, RC, c.S, f.S, j.SHD2K, j.K, dj.(K)SHD where as the extra K is optional. Depends if you delay j.D or whatnot.
This is what I use for throw RC on the heavies atm anyway.

Also for UP, c.S, f.S you can't get the ender because of the amount of hits at the beginning.

Posted

I find RRC> 5H> air combo inconsistent on Faust due to the positioning after 5H connects. But it could just be my timing.

These are pretty easy vs. Faust:

-c.S> f.S> DOT> RRC> c.S> j.SKD> j.2K> j.PK> jc.SHD for 221 damage.

-c.S> f.S> DOT> RRC> c.S> j.KSK> jc.SKD> j.2K> j.PD for 224 damage.

Edit: My bad. I thought we were talking about DOT> RRC> 5H from full-screen distance.

so far on faust we can do :

cS fS DOT RC cs jSK jc SD2KPD 223 damage / 6HS ppilebunker 221 damage or fly to corner 5HS  jSK jc SD2KPD for 233 damage wich is not bad .... maybe good players can get more :) i'm not at all hhhh

Posted

So i was messing around in TM yesterday with 6D dandy combos and they aren't that hard tbh.

The timing to cancel the autodash into dandy is pretty much the same as a lond dash cancel. The trick was that against midweights, Sol etc., you have to delay CWH and let them slide down a bit to allow 6H to connect. Doing it ASAP puts them too high in the air. The damage isn't really better yhan the regular 6D route but it looks sooo cool.

Against lights, p dandy UP, c.s, 6h, p dandycwh j.pkd is easy but does less damage than the normal route. 158 vs. 181 on millia. cwh loop was too finicky for me on lights. I think using k dandy UP may allow a 5h after p dandy cwh but did n't think to try at the time.

Posted

So i was messing around in TM yesterday with 6D dandy combos and they aren't that hard tbh.

The timing to cancel the autodash into dandy is pretty much the same as a lond dash cancel. The trick was that against midweights, Sol etc., you have to delay CWH and let them slide down a bit to allow 6H to connect. Doing it ASAP puts them too high in the air. The damage isn't really better yhan the regular 6D route but it looks sooo cool.

Against lights, p dandy UP, c.s, 6h, p dandycwh j.pkd is easy but does less damage than the normal route. 158 vs. 181 on millia. cwh loop was too finicky for me on lights. I think using k dandy UP may allow a 5h after p dandy cwh but did n't think to try at the time.

in corner keep this one in mind against zato with 50 tension:

5D[6] 5HS IAD D SDD(2 hits) cS fS cS fS mappa 216 damage bam....

by the way is 5p a good aa?with high counter hit potential?

 

i'm practicing EW combos mid screen so far i got this for characters mid weight i will say like sol zato

CH it's late or AA CH 5P   6HS EW k mappa cs air combo start from left corner after doing 2D for it's late and it works.... i like this super  :arg:

 

vid : https://www.youtube.com/watch?v=EAI-NZmjDPA

Posted

so i was watching hase matches and he was doin this on chipp in lag test match
2k mappa RC p dandy CWH 5h kmappa cs SHD in placeof k CWH 5h air combo so :) just wanted to share tthis
works on sol zato so far...test going on

Posted

The most important thing to know is consistency and how it stacks up against current bnb's in terms of damage, if it's even worth doing or just fancy. Also meter gain is somewhat relevant but not as when it comes to combos with RC since tension gain is locked out for X amount of frames anyway.

Posted

Looking to improve my AA combos, particularly after P-CWH. Right now I just use j.K(PK) > dj.SHD > (2K PD). I'll probably figure it out tomorrow but any help would be appreciated.

 

If anyone is into the gimmicky stuff, j.2K hits really high and you can followup with double jump. Maybe there's some SDDouble potential there?

 

 

I have a theory that 6K YRC j.2K launch might be possible though that's the slowest overhead ever. It also depends on whether you can c.S-6K YRC. Add on JI for a possible dj.SHD.

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